RPGs are not, in general, trying to create a pure simulation of reality in the form of entirely consistent and all-encompassing rules (and acting as if they are, or even should, leads to unhappiness, silliness, or both). The rules of the Game part of an RPG can be distinctly different from a description of the objective rules that define a universe. People who want to take things ‘allowed” by RPG rules and dive down to what a world is “really” like if those rules are equally and evenly available to even citizen of the world are not playing the game as intended.
(And if they have fun doing that, that’s fine. But if they don’t, the flaw isn’t necessarily with the game rules.)
For example, it’s perfect acceptable to say “This ability can be selected by any player for their character. There are no limitations or restriction on a player doing so.” and a GM or campaign setting saying (or even being built so it is true without saying it) “This ability represents a very rare ability, and only a very few people in the universe have it.”
One early step in beginning a new RPG campaign or adventure that almost no RPGs ever mention is, everyone involved should be interested in engaging in that activity in a way that causes everyone to have fun. If someone actively doesn’t want to play, or their motivating for playing is to make other people unhappy and sadly yes, this happens), most RPGs are going to collapse under the weight of neutral or bad intentions. (This is, by the way, one reason why formal organized play groups often have some significant additional rules about player and character behavior, or collapse under their own weight. I remain in awe of people able not only to run such organizations, but write for them, build them,\and create environments where clearly most participants are having fun.)
If everyone wants to play the game for mutual fun, the fact the rules are often focused on what player characters can do (rather than what is unavailable to the majority of the population because not everyone is a Caped Knight Wizard of Justice) is rarely an issue.
Some people claim such a focus on PC abilities automatically mans the player characters are somehow “chosen ones” because they have access to options common NPCs don’t. Now, sometimes that’s the case, and that’s fine. I have often run games where player characters were, explicitly, somehow gifted in ways the vast majority of the population was not. Sometimes that’s a built-in rarity explained by the game. (“Only 1 in 10,000 people can learn the Rite of Heroism… and in this rare case, all four of you have that ability despite being from a village of 700.”)
But in other cases, the PCs have no special fate or inherent superior power. They are just the people who, at the start of the game, have ended up somewhere interesting. Maybe they have options other people can’t take due to genetics, but that doesn’t make them “chosen” despite the rarity, any more than having one blue and one green eye does. Or maybe they have just had unusual circumstances since birth—a lot of people feel anyone CAN become a professional artist if they spend the time and have the drive to do so, but not everyone does.
Put another way, if you were reading a piece of fiction about an interesting time and place where 25% of children die at birth, you wouldn’t want to focus on the people who died at birth at point of view characters. There’s nothing that “protected” the other 75% of the people born, they’re just the characters who are still alive to do things, so of course the story follows them instead.
So just because a game says “A character may select ‘Ouch’ as a power, which removes 1% of a foe’s health once per day with no chance of failure” doesn’t automatically mean the world is ruled by roving gangs of 100 11-year-old commoners who all have Ouch and thus can, as a group, kill absolutely anyone they want to. It just means some people have this and, if the campaign setting, GM, or adventure doesn’t call out Ouch Battallions, chances are they don’t exist.
Now it IS useful for an RPG to give a GM and players some idea of what NPCs and common folk in the game are likely to be like. This might be as complex as the kind of distinction between PC and NPC character classes in d20 games—no player character is going to select the strictly-inferior “warrior” if “fighter” is an option, but tons of NPCs do, and at the same time some important NPCs instead tale PC classes which lets you know (generally without explicitly saying so) that those NPCs are more important to the adventure or campaign.
Or it might be much more simple and subtle, like providing lists of NPCs game rules, or even just lists of inspirational media. If an RPG tells you it takes inspiration from the X-Men comics, Gifted television show, and movies Carrier, Firestarter, and Push, and the game gives you options to take extraordinary superhuman powers, it doesn’t also have to explicitly tell you that not every person in the world has those powers. That’s clear, in the types of stories it outlines as inspiration. You can BUILD a campaign world with that paradigm if you want to, but you should already know you are system-hacking.
I love system hacks, as Really Wild West might make clear. But once you go that route, it’s unfair to expect the rules to not force you to make some decisions to make the hack logical.
No RPG can fully, accurately, and deeply represent all the factors that determine who ends up with what abilities in a realistic world setting. We can’t even do that in the real world, even if we just limit ourselves to who will be successful out of a single class of kids. We can make educated guesses, based on experience and statistics, but some kid will buck those trends.
That kid, by the way, is the one many people want as their player character.
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One of the classic concepts in most westerns is the character from “back east.” In the Really Wild West people who know more about culture and polite society, and by the same token less about the brutal conditions of “the west,” are also expected to be better educated overall, and have access to the most recently updated information on any topic.
The easterner theme joins rules for shotguns, mounted combat, Badlands City and its Dread Templars and citizens, Renown Equipment Rules, and a set of plot hooks and inspirational media as part of the Really Weird West setting hack for the Starfinder Roleplaying Game.
Easterner +1 Cha
While you are in the Really Wild West now, you spent most of your life in a more civilized, less frontier region. That may be back on the East Coast of the United States, or it might be the urban centers of any major country, such as Mexico City or Tokyo. You enjoyed the benefits of cosmopolitan newspapers and the bonus to current event tracking that comes from living near a node of the Babbage-Bell Grid… while at the same time you have significantly less practical experience with the skills needed to survive in the rough.
Theme Knowledge (1st)
Choose an Intelligence based skill. When attempting a Profession or Culture check to recall knowledge about major figures, theorems, and advances in the field that skill represents, decrease the DC by 5. You gain a +1 bonus to checks with this skill, and it becomes a class skill for you (though if it is a class skill from the class you take at 1st level, you instead gain a total of a +2 bonus to checks with the skill). You also take a -1 penalty to all Survival checks, and if you have no ranks in Survival cannot take 10 with that skill.
In addition, you gain an ability adjustment of +1 to Charisma at character creation.
Up to Date (6th)
You manage to keep your education current and maintain the advantages your lifetime with modern information sources gave your information base. You gain 3 extra skill points at 6th level. These must be spent on Int-, Wis-, or Cha-based skills. You do not add your Intelligence bonus to this collection of bonus skill points, and you cannot have more ranks in a given skill than your level.
Soul of Civility (12th)
Your civilized and refined nature is clear for all to see, and causes people who aren’t already opposed to you to take your opinion seriously. You gain a +5 bonus to Diplomacy checks to change the attitude of indifferent and friendly creatures.
Comforts of Home (18th)
Up to twice a day, when you take at least 10 minutes to enjoy one of the finer things from the culture of home (be that a fine cup of tea, a few lines from a favored book of poetry or great piece of literature, humming classical music, or whatever), you regain one expended Resolve Point.
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The bell on the front door chimed, causing Gunner to look up, a smile leaping to his face out of habit. It froze midway to his lips, as he saw the figure slowly walking into his store. It was a short, broad woman, her antennae drooping with fatigue and dust covering her long coat and short-brimmed hat. The dust clung to her face as well, the delicate patterns common to a lashunta lost in the swirls of grime caked on her skin. The left side of her coat was dark, from the ribs down, and a ragged hole suggested the stain had a violent origin.
“May… may I help you?”
The visitor was rough, but Gunner sensed no threat from her. Not towards himself, in any case. But he kept one hand under his counter, near his shotgun. Just in case.
The woman moved slowly, but with purpose, crossing the room to his counter with firm steps. When she spoke her voice was as dusty as her clothes, but also filled with iron.
“I need a gun.”
She slapped a single golden credit on his countertop. A century-piece, sure, but not much for the price of a gun.
“Well…,” Gunner tried to think if anyone in town had an old derringer or wrack-piece they might part with for so little. It was often easiest to avoid trouble by seeing to its needs so it moved along on its own.
She nodded once, as if she could read his mind. And, a lashunta? Maybe she could.
“Cannibal Kid and his cult comin’ in on the noon train. I mean to meet them. I’d be obliged if I could do it with iron in my hand.”
Gunner felt all color drain from his face. Sometimes the Cannibals’ cult just got off a train and left town. Sometimes, they got… hungry…
“You… you going to face Cannibal on your own, miss?”
She shook her head. once.
“Got a posse. Good folks. Swedish rune-man. A gambler who hasn’t used all his luck, yet. And some crazy professor. But I can’t back their play as well with a fist as a gun. But I will, if I have to.
Gunner paused. Cannibal Kid’s loons had been a growing problem for years. And no one knew for sure if Cannibal had really been responsible for the destruction of the town of Pecan Prarie… but that was the best guess.
Gunner’d had family in Pecan Prarie.
Many people had gone after the Cannibal Kid, and ended up joining him for dinner. But there was something about this lashunta woman. Even covered in dirt and clearly hurt, her eyes were bright, and Gunner instinctively trusted her skills. With the right weapon, maybe she could end Cannibal, once and for all.
He reached under the counter, ignoring his own shotgun, and brought out a lacquered box. Opening it, he spun it to face the lashunta, revealing the gleaming, 4-barreled heavy pistol within. The name “Lewiston” was engraved on one barrel, and “Custom” on the one below it. Eight .454 rounds were nearly packed beside the pistol, each in their own satin-lined niche.
“Will this do, ma’am?”
The lashunta’s already bright-eyes nearly glowed as she reached out a hand and lifted the pistol from the box. The handle fit her hand even better than her own glove, and the expertise with which she checked the hammer, released the barrel-catch, and loaded all four barrels before snapping it shut left Gunner feeling he’d made a good investment.
“This will do just fine, mister. Just fine.”
Gunner slid the gold credit off the countertop. But if he heard good news about events at the noon train, he doubted he’d ever spend it.
Renown is an alternate equipment economy specifically for use with the Really Weird West setting hack for the Starfinder Roleplaying Game, though it *could* be adapted to other campaign settings. The idea is to alter the way PCs, pricing, and the world work in such a way as to keep an economy that feels more reserved, without seriously altering the ultimate balance of the game. Instead of all equipment being bought and sold exclusively for credits, higher-level gear requires renown, in keeping with the theme of famous gunslingers and frontier heroes of the Really Wild West.
As a recap, we’ve also looked at rules for mounted combat and shotguns, presented Badlands City and the Badlands Citizen theme, and presented a list of adventure seeds and inspirational media. While the really Wild West setting hack isn’t complete, there’s certainly enough material for it for a GM to build a campaign around it, if desired.
When using the Renown system, money by itself is used only to buy 1st and 2nd level equipment, which includes nearly all “mundane” gear such as rope, shovels, lanterns, and the vast majority of the worlds pistols. Even “extraordinary” 1st and 2nd level equipment, like an azimuth heat ray rifle (Really Weird West’s equivalent of a laser) is bought with normal credits. Such items can be sold for 50% of their value in credits.
Wealth per encounter, in credits and 1st and 2nd level items, never exceeds CR 2 values. If you face and kill a CR 7 Prairie Dragon… you get treasure, in credits and 1st and 2nd level gear, equal to a CR 2 encounter.
However, all characters also have Renown, which can be used to acquire items of 3rd level and higher, which are considered legendary items.
Renown is the measure of the character’s mystic legends. Some of that is normal reputation, and some of it is their impact on the Akashic record, the theosophic concept of a complete compendium of all events, thoughts, actions and intent to have ever happened… even if no one is aware of it. The Akashic record is recorded in the weft of the Ethereal Plane, and as characters perform actions, their impact on it grows. As a natural consequence of that impact, the characters end up with legendary gear, items that also have a greater impact on the Akashic record and naturally gravitate toward agents of importance and change who can get the most out of their extremely high quality.
When calculating rewards for an encounter, the difference between the normal wealth per encounter for CR 3 and higher encounters, and the maximum CR 2 rewards given out under the Renown system, is a character’s gain in Renown. Fighting off six Texas Tick Twisters may not earn you any credits or reward, but you gain Renown even if no one knows you did it, as it has an impact on the supernatural fore of the Akashic Record, which pulls legendary items toward you.
Legendary items aren’t common, and no amount of money guarantees you can buy one. These are the objects that have their own stories and rumors, and collectors and master craftsmen can spend lifetimes hunting down just one such item. These are things like a Lewiston Custom Original, one of the 12 original 4-barrel pistols built by hand by master gunsmith Ezrah Lewiston and equipped with tiny screws and pins to allow it to be customized by every user for perfect balance. While the mass-produced Lewsiton 4-barrel is based on the twelve Custom Originals, it lacks the exacting standards and precision of its legendary progenitors.
If you wish to buy a legendary item, you can cover the first 1,000 of its cost in credits, but the rest you must spend in Renown. In general such items are not for sale commonly, but the same power that causes Legendary items to be available only to those with enough Renown tend to put such items in the path of their destined users. A character can choose to buy one Legendary item, with an item level no greater than their character level +2, each time they arrive at a new settlement. The character’s player decides in advance which item they want, and normally it is available if they have the renown to cover it.
When making gear of 3rd level or higher, you must cover the first 1,000 credits of cost in money (high quality raw materials and precision instruments aren’t cheap, after all), but the rest of the item’s cost you may choose to cover in Renown. In this case you are imbuing such items with a bit of your own legend.
Parting with a legendary item restores some of the Renown used to acquire it… but not much. If you give away or sell a legendary item, you regain 10% of its Renown value to add back to your total. For example, if you sell one of the rare Lewiston Custom Original 4-barrel pistols, you regain 550 Renown, 10% of the 5,500 Renown required to acquire such a rare and storied pistol. If you sell a legendary item you can expect to be paid 750 + (1d6 x 100) credits by a collector or a major figure (senators, rail barons, Black Hand dons, bandit generals, high society types, and so on) or their agents. Such things generally then disappear from the world of adventuring, to live in a glass case or on the hip of someone who’s never in any real danger.
Legendary items have prices listed with an “r,” to indicate that all but 1,000 of the price must be paid with Renown.
This system does require a GM to add some flavor to 3rd level and higher gear, to set legendary items apart from 1st and 2nd level gear, but that’s not too difficult (and, honestly, players may be allowed to suggest backstories of the legendary gear they acquire, since it is part of their own Really Weird West legend once they get it). For some examples of how legendary versions of gear might be presented differently than 1st and 2nd level mundane gear, here are some pistols reskinned to fit the Really Weird West.
|Lewiston 4-Barrel||1||260||1d6+2 P||30 ft.||—||4 rounds||L|
|Ajax Revolver||1||260||1d6||30 ft.||—||6 rounds||L||+1 to attack rolls|
|Lewiston Original Custom||7||5,500 r||2d6+4||60 ft.||—||4 rounds||L|
|Statesman Revolver||7||5,500 r||2d6||60 ft.||—||6 rounds||L||+1 to attack rolls|
|Lewiston Trainkiller||10||18,200 r||3d6+6P||60 ft.||—||4 rounds||L|
|Kingmaker Revolver||10||18,200 r||3d6||60 ft.||—||6 rounds||L||+1 to attack rolls|
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